Neheb, the Eternal
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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Neheb, the Eternal

Legendary Creature — Zombie Minotaur

Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)

At the beginning of your postcombat main phase, add for each 1 life your opponents have lost this turn.

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Gleeock on The more I think about …

1 week ago

Come ON: Neheb, the Eternal - there are no strings on you any more! Let your omenpath pirate freak-flag fly!!

Also, we need MtG's version of (Marvel's Weirdworld).. Basically a plane where all the unkillable/indestructible, but exiled, things end up deposited. A sortof Superman Phantom Zone.

Neotrup on Neheb and extra combat

1 week ago

Neheb, the Eternal will trigger at each post combat main phase you have, and most effects that grant extra combats also grant additional main phases. That said, Moraug, Fury of Akoum is one of the exceptions, it only states that it gives you an additional combat step, not an additional main phase, so you will not get another trigger from Neheb. Grim Reaper's Sprint also does not state that there is an additional main phase, so Neheb does not have a chance to trigger there either.

Compare to the wording of Relentless Assault which does state that there is an additional main phase.

proterran98 on Neheb and extra combat

1 week ago

I have Neheb, the Eternal and Moraug, Fury of Akoum in play. At my post combat man phase I play my land. I get an additional combat phase but do I get another main phase thus triggering Neheb again? Or what phase do I go into after the extra combat phase?

Is this the same case for Grim Reaper's Sprint?

Sk8mops on Aurelia Combat Master

1 week ago

That doesn't sound too bad to be and would be worth a closer look. I'll try to integrate Neheb, the Eternal & The Reaver Cleaver into the deck. And if the mana output convinces me, I'll give Aggravated Assault another chance ;)

Btw, is there a public list of your Aurelia deck? I'm a bit curious what it looks like exactly, but I couldn't find it in your TappedOut decks...

NV_1980 on Aurelia Combat Master

1 week ago

You're welcome, friend! I've actually managed to find more than a few ways to keep the energy-flow going in my own Aurelia deck, to fuel not just Aggravated Assault, but also promote spell-casting in both the pre- and post combat main phases. This I did by adding lots of mana/treasure-generation capacity that depends on my attacks and the damage I deal (with cards like Ancient Copper Dragon, Neheb, the Eternal, Sword of Feast and Famine and The Reaver Cleaver). Thanks for making a good point about Lightning Greaves by the way; now I'm reconsidering it myself.

seshiro_of_the_orochi on Card creation challenge

2 weeks ago

Unseen Eternal

Creature - Zombie Lizard

Lieutenant - At the beginning of combat on your turn, if you control your commander, ~ deals 2 damage to each opponent.

, exile ~ from your graveyard: Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Only do this as a sorcery.


Ok, so I recently build Neheb, the Eternal, and hardly have I ever fallen for a new commander this fast. The deck is hilarious, and I'm feeling like a ten-year-old with way too much fireworks. This is a Lieutenant card Neheb would easily run. That's your challenge:

Take a commander you have or that you want to build and create a Lieutenant card you'd run in there.

NV_1980 on Variable Power *PRIMER*

3 weeks ago

Totally get what you're saying Profet93, though I would probably still switch it out for something other than CM.

With regard to the points you're making; the only undisputed advantage over CM I really see for this deck are points 3 and 4 (the latter a bit less though, as most of the included big creatures/hydras already have inherent trample). This might be enough for me to at least add one of your suggestions, though not to replace CM :):)

Points 1 and 5 could work in my favor, but not that much considering the following: if I summon a creature during a turn, chances are better than average that it's going to be a hydra. When summoning such a critter, my standard modus operandi will be to pump most of my available mana into it, to make it as seemingly unstoppable as possible. This doesn't leave much energy to summon another powerful creature (and very few of the other low-CMC creatures in this deck has an inherent power of above 2) during the same turn. So having EB/GU trigger multiple times a turn, won't do that much in such cases (the exception to this would be the presence of Neheb, the Eternal on the battlefield, as he can provide me a ton of mana during post-combat main (based on damage dealt before then) for an additional summoning).

Point 2 really isn't much of an issue either, as I'll usually start summoning hydras after I've gotten Rosheen out, which means their strength will practically always exceed 3 or 4.

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